After going from the main hall to the garden I was placed outside of the level area and naturally couldn't get in. (I waited until I died and it started me in the level area).

Next I went up a room and then into a secret room, where one of the enemies appeared outside of the level area... I gave up (kinda antsy right now having just got my demo up and I'm having a hard time sitting still/being patient hehe). I like the mouse controlled shooting, I think I'd prefer the asdw keys for movement as they are more popular these days with most games and less likely to hit the keyboard limit that is common for the arrow keys, I realize I can change them but maybe they should by default work as the arrow keys (kind of a primary and secondary keyset), this is probably more a suggestion for after the contest than before since changing your keyset to allow two entries per actino might be more work than it's worth right now.

and now a note on this: "Every time you complete a level, that fact is saved to disk in your home (user) directory"

Is this different from the java.util.prefs api? Sorry, I may have described what we're doing wrong ( I didn't code it )

They added the Preferences API for this kind of thing, that works for all java apps (not just JNLP) and uses windows registry or linux home directory as appropriate (or more clever things for system-wide settings).

If the thing you describe also works outside of webstart, then we could use it (after the compo) but if not, we probably won't. This game would be impossible to develop and test if we couldn't run it from JAR's without webstart...(although we might just put in all the effort to make a system that tries one then falls back to the other, if that's possible).

NOTE: As of a few hours ago I started getting the webstart crash EVERY SINGLE TIME on me - killing the entire JVM. If I download all the JAR's and run locally, no problem.

Since these are JVM crashes, it could be that I've got a slightly older JOGL etc and Kev has started using a slightly newer build (or ditto for Xith3D) and the JOGL folks have introduced a nasty regression bug. Just before we submit for the compo!

EDIT: looking at file times, one of the core JAR's was last updated at 11:51 pm. so maybe you have a half-corrupted file (yes, webstart is poor in this sense, seems to have problems with atomicity)

XP Pro, P4 2.6Ghz, Radeon 9200. Its now officially the 7th in the UK .

EDIT: this game is getting wayyy too unchallenging , just clocked it yet again, temple that is, next step, the next level!

EDIT 2: If you are using md2 rather than sprites (which looks like it to be honest), why not just make this into a fully fledged 3d game? just change the camera perspective. Or is that not what you want?

DP: I'm afraid since this is for the competition and we are only entering one level we can't make it much harder. Be patient; wait for us to release more levels . ( I don't suppose you have any ideas of your own for new levels that would be sufficiently hard? "DP's super-hard ironman level pack" ).

There are some changes to the AI and level now that might make it a bit more challenging for you.

However, we've basically tried to integrate too much all in the last 24 hours, and the balance is no longer there (and I'm hampered in balance-testing by a recurring JVM crash that now looks like it might be because of the sound system)

EDIT 2: If you are using md2 rather than sprites (which looks like it to be honest), why not just make this into a fully fledged 3d game? just change the camera perspective. Or is that not what you want?

The original game design doc aims for 3 differnet cameras, and to spend 4 weeks trying out different combinations for fun and effectiveness.

But then 4 weeks in we lost our entire renderer and had to start again from scratch, so...lack of time I'm afraid.

btw. the original smash tv supported a 2 player mode. how about that (of course AFTER the compo)?

I'm itching to plug it in to a GrexEngine server...

But, as Kev said, we don't know what's going to happen after the competition. We really came together just for the short-term (and Kev bravely stepped in half-way through, setting himself up for 4 weeks of crunch-time!) but we all would love to carry on with survivor afterwards (in a perfect world, where we had infinite free time).

And I've just noticed that the debug mode is still in there too (groan) which I expect several people have discovered by now (Kev: remember that thing we did when there were no monsters? Seems to be still in my copy of survivor-game/renderer.jar (although maybe I've just accidentally used an old copy))

I had a problem with entering a new room. I was going into the new room and the name of the room was displayed as normal. But I didn't go right into it and turned around into the opposit direction. So I could walk around the room I should be in and could walk through walls and stuff but could not get into the room the game thought I should be in.Hope you understand my point.

I can't get consistently smooth gameplay. It periodically speeds up by a factor of 2 and then slows down again. The frame rate never drops below 70fps, and occasionally goes as high as 120fps. I surmise therefore that it's something to do with a hires timer going awry, or its dependent code.

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